Armored Warfare Update

Published May 26, 2010
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I've been working on every aspect of the game, as usual. Most progress was made adding the Real-time Strategy aspects into the game, getting Havok Physics fully re-integrated into the engine, adding entities into the game's database (tanks, buildings, vehicles), I got quasi-dense grass rendering back into the engine, tweaked the clouds/sky brightness, added local terrain shadow mapping, entity render-to-texture functionality....on and on.

About the Havok physics reintegration - that was a relief to be done with. I was afriad the physics would run so slow on these larger maps - instead there is nearly no frame-hit with < 256 objects on the 2049x2049 terrain. Basically the terrains are so large it crashes the Havok remote debugger because they have no way of rendering so many millions of triangles. I also coded a water plane and bouyancy on objects using havok unary actions.

On a unrelated point I did size the worlds down, so they only take up 50km x 50km now.

I'll just post up the screens so I can go get some sleep ;-), I'll write a detailed update soon describing all the work I've done. This update is mostly so I don't have to jam all the progress into a single uber-update in a few days.

Abrams in the grass
This one shows the quasi-dense grass rendering I just coded, adjusted sky brightness...3D tree rendering with full shadowing.


Real-time Strategy Early
Lol- ignore the spinning Abrams, that is testing some render-to-texture stuff. This screenshot shows my current work-in-progress of the RTS interface, I've designed a few, and I think this is the general layout I'm going for.


Mini maps
I wrote a custom shader to render out the mini-maps, it basically merges the ambient occlusion, does some NdotL lighting, and runs the color map function that samples all the different color maps @ each altitude and slope.


Bradley, and Barrel
I can dynamically spawn objects into the world using the new entity system I've written. There are 35+ entity types in the world currently. Everything from people to vehicles, trees, buildings, etc. - all running through a common system I've written.


New vs Old
I'm not ditching all my old art-assets from the previous iteration of Armored Warfare, instead I'm making them rare/higher end units in this game.


MLRS
Multiple Launch Rocket System. That's all.


Midwest terrain
Screenshot of the midwest/plains map...


Amazon terrain
Screenshot of the amazon/river map...


Well that's all for now ... hope you enjoyed the slideshow :-o

- Dan
0 likes 2 comments

Comments

Bruno
Hey Dan,

The game is shapping up very nicely :)
How can we get into the beta testing of it ?
I'm actually also working on a RTS game (altough, mine is set in space) , are you going to have formations and the similar ?
If you are, I would love to talk with you, and exchange some ideas.

Bruno
May 26, 2010 04:43 PM
cameni
Great job, really looks very nice[attention]
May 28, 2010 05:02 AM
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